News: 11 March 2016 - Forum Rules

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Chronosplit

Pages: 1 ... 69 70 71 72 73 [74]
Suggestion for Tyrian and Tyrian 2000 (PC) hack:
* Rebalance. Lower the value of some weapons that are actually weak, buff some weapons that should be stronger (Missile Launcher, Protron Cannon)
* Add a trigger for Special weapons (like Ice Beam, Banana Spread, Ziglon Beam, whatever sprouts along the way) instead of being used with main fire.
* Add some new weapons and ships (Would be interesting)
No need to hack this.  Why?  Because it's open source and has a source port.  You can make a bona-fide mod or fork of the source port for this.

Excuse me, but this patch, in theory,  does that:

"7th Saga is the localized version of Elnard, the Japanese incarnation of this game which is much, much easier by comparison. This IPS patch restores the monster stats of Elnard to the US 7th Saga and also modifies the mechanics of player leveling such that the player will now gain stats as he or she would in Elnard, making the game’s difficulty level much more reasonable. Additionally, confrontations with the rival apprentices in this game are now properly balanced, an oversight in the localized version."

It even fixes a problem from the original Elnard.

Is this what you asked for, or you are requesting something different and I got it wrong? If that's the case I'm sorry to bother you.

Indeed it is what I was looking for, I guess I was wrong.  Thanks for that!

Personal Projects / Re: Fire Red Hack
« on: April 06, 2015, 10:41:54 am »
Actually, the best method for Cry insertion is a little obscure.  Here's a tutorial, you'll need Sappy:

As for suggestions?  Please don't make the mistake of "difficulty=ramp up the opponents 20+ levels suddenly."  I find Platinum or Emerald's level curve pretty suitable most of the time, but that's just me.

Out of all the 7th Saga's easy mode patches, I haven't seen a single one actually restore the original Japanese edition's difficulty.  You would think that would be the first attempt at making it easier. :P

So ya know how the Wonderswan was supposed to get Final Fantasy III before it was deemed too big?  Well I don't remember if was ever planned for the GBA like the others were ported over but that's what I would like to see.  2D Final Fantasy III in the graphical stylings of the other GBA tites, maybe a difficulty balance too?  That's probably going too far lol.  Anyways, it would probably have to be on two "carts" or something.  As long as I'd be able to run it on the upcoming GBA Everdrive, I'd be happy with it  ;D
We have V, so it wouldn't even need to be two parts most likely.  Hacking V into III would be the most plausible idea here.  You'd have much more luck with the SNES version of that most likely from a knowledge standpoint.

It would be neat if we had a portable Ancient Cave with the new content though.

ROM Hacking Discussion / Re: Pokemon GBA ROM Hack Ranking
« on: February 20, 2015, 11:22:58 pm »
Thanks for the plug. :v

I'll admit that I'm not really much for the hacks that have new regions or stories.  If you'd like a taste of how far hacking mechanics-wise has gone, try Yet Another Fire Red Hack.  Or if you're really adventurous, Touhoumon Purple.  CrystalDust is a great Crystal remake that tries to be as accurate as possible, but it's a WIP.

For on this site I'd probably recommend:
Crystal Emu Edition
Complete Hoenn Dex Edition

Here's one: Permadeath in Pokemon, a Pokemon fainting deletes it completely.  Would be neat for any version, but FireRed especially because there's a couple things you can do to this one's engine to make it nearly Roguelike (minus random maps.)

I know there's an ASM hack to implement half of this in FR (faint=delete), but it's in a limited fashion as a battle mode and I don't have the skill to make it happen through the entire game.

I just noticed that the player movement physics in SMB 1/2/3 on Super Mario All-Stars doesn't feel "right" like in the NES originals, ditto for MM 1/2/3 in Wily Wars. It'd be great if someone managed to fix that one day.
As for All-Stars, I know there's a hack in here that fixes a physics screwup.  However I hear down the grapevine that it's not compatible with some emulators or a real console.

ROM Hacking Discussion / Re: Patches for Final Fantasy VI Advance
« on: February 02, 2015, 11:24:43 pm »
I had no clue there were so many other patches for the GBA version. :o

There's a lot of important ones here, but some of these look like they need to be in as well.  I wonder if anyone has a copy on hand?

Personal Projects / Re: Project II: Final Fantasy IV
« on: December 13, 2014, 12:12:48 am »
I checked; I forgot to add a header like I did last time.  Oops. :P

Thanks for that reminder, now it works perfect.

Personal Projects / Re: Project II: Final Fantasy IV
« on: December 12, 2014, 11:26:04 pm »
Am I the only one who's met with a black screen upon patching with the newest version?  Or is this just something on my side?

Pretty sure I'm using the correct version and everything, the last version worked fine with it (a clean ROM for both, of course).

ROM Hacking Discussion / Re: Definitive Version Hacks & (re) Translations
« on: December 07, 2014, 09:18:43 am »
Throwing in my two cents about another big one.

FFVI is a hard one because... well, we never really got an official definitive version (IMHO anyway) so the fans had to step in.  Not a bad thing at all, but there's a lot of efforts out there so the definition of "definitive" seems to have a lot of meanings with this one.

You have the Relocalization Project that has everything pretty well in order for making the game as it should be: big host of bugfixes, redone translation using the correct bases, uncensoring.  Only thing that isn't there is the GBA extra content.

Then if you like the original SNES translation better, there's Ted Woolsey Uncensored.  Which does what it says on the tin with a whole lot of work, but no bugfixes (some like it this way though, so I don't condemn it for that at all.)

If you want the extra GBA content like the final dungeons, translation, and official bugfixes, there's a whole bunch of patches out for that.  All except for using two font patches at once works together it seems, so just use whatever suits your fancy.

ROM Hacking Discussion / Re: Definitive Version Hacks & (re) Translations
« on: December 01, 2014, 01:35:57 pm »
I'm seconding Sonic 3 Complete.  Apart from what was already said, it has a huge list of bugfixes too long to fit nearly anywhere.

For Final Fantasy 1, I doubt you can get more definitive than this unless you want to ditch the charge mechanics for spells with newer ports:

For Pokemon:
Crystal: Emu Edition
FireRed/LeafGreen: Throwback Edition.  There is Ultra Violet, but IMHO this surpasses it as definitive thanks to being more in-tune with the originals and fixes for existing bugs.
Emerald: Complete Hoenn Dex Edtion (Debatable because of a graphic bug.  It's my hack, I can be honest if I want to.  National Dex Edition is good too, but at this time of posting there's a hotfix ready to go and I wouldn't call it definitive.)

Idea: since hacks for the PC version of Sonic CD are possible now, what about a patch for the music?

It's still great, but the looping points for the tracks can be pretty off compared to the Sega CD's and the Japanese intro track's remix is less stellar than the original.

Is the DS's translation any better in some places at all for that to be a worthwhile pursue? I think people commonly don't like that Frog no longer speaks in Old English, for example.
Good question, because for the most part the new translation takes the original and expands it.  The main changes were Fiends and Frog (though honestly I like Frog's new manner of speaking: it doesn't stick out like a sore thumb compared to the others in the middle ages, but it's still polite and makes him different).  The biggest thing it did was uncensoring.

Though Slattery did less changes to it than FFVI's translation, I feel there's enough changed to warrant playing both versions for the translation myself.  Extending the idea to the new content is better sounding though.

Dumb idea, but what if someone took the DS's translation of Chrono Trigger and transplanted it into the SNES version?  Would it be worth it for those who can't run a DS emulator fast enough, or like the older battle interface better?

How about a Magnum Opus Pokemon game?

Something like taking Pokémon X and combining all the previous maps and campaigns into one. Making the game long and epic to play.
This actually isn't as smart as it sounds, unfortunately.  Because:

1. I know the scene a bit, and X/Y hacking is a LONG way off, not to mention working with the 3DS in a big way.  We're barely doing much to the DS games outside of minor hacks.

2. It's been discussed before, but there's the matter of balance.  Two regions alone is pretty hard to balance without it becoming either a steamroll fest or boring, Gold/Silver/Crystal proved that.

Your best bet would probably be to wait for the Split Disassembly of a Generation III game (in progress, though I'm pretty sure Generations 1 and 2 are already done) and make a "choose your region" type of game using the advancements made there to introduce newer games' mechanics.

Fire Emblem GBA, tone down its brightness. Yet another victim of the original unlit display. :(
Come to think of it, Final Fantasy V Advance could use this too.  After that grand update to the sound restoration it's about the only thing left that needs altering.

I'm not sure if this is asking way too much or not as I have no experience in hacking PS1 games at all, but here goes.

In The Legend of Dragoon, the last new character (not counting replacements) is a former enemy named Kongol.  Now Kongol is actually pretty good as a character; he's got a decent backstory, and it results in a surprisingly complex (for the game anyway) reason for joining the party.  Which is pretty neat considering he talks all in hulk-speak.  Unfortunately the devs gave Kongol a pretty bad set of cards.  He only has three additions counting the big master one (which doesn't really even compare to the other master additions either in number of hits.  His dragoon addition is even one less hit), three spells, obtaining his Dragoon Spirit is more-or-less tacked on compared to all the others, and his stats aren't really too much to write home about outside of HP and physical stats.

My idea for a hack is pretty simple in concept: pull Kongol out of the gutter.  Revamp his stats a little, or maybe even if it's even possible bring one or two extra additions in (this game doesn't come without animations that Kongol doesn't use when he's playable; on the contrary he was rather completely different as an enemy with attacks ranging from different axe movements to hand-on-hand combos.  Heck, he even has completely different "attack grunts" that would be usable.)

A remake of the palette hack for the GBA version of Breath of Fire 1.  At one time this existed but it's been lost completely, and for some reason now the BoF2 version still exists while the original doesn't.

It's pretty sad because of all of the improvements the GBA version brought, especially considering only the GBA version has a text cleanup patch.

Sounds neat.

Now I just have to modify Pokémon Emerald so that I can obtain every Gen. III Pokémon without trading (except trade-evolve stuff and such) and I'll be set.

Edit: I'm reading the readme, what does the "Time-based evolutions ASM" hack imply? How does it work?
FYI there's a few Pokemon that still aren't in Emerald: Lunatone, Zangoose, Meditite, Surskit, and Roselia.  But you can add them with your standard map edits.

Pages: 1 ... 69 70 71 72 73 [74]